Well, after a fantastic and exciting weekend, the Jam has finished and the games should all have been posted in this topic... So lets start the voting!!!! How? Well, it's simple really... just copy and paste the following :

into your post and add the names of the games you wish to win, together with the author (name of the person that posted the game). You may vote for as many (or as few) games as you wish in order of preference, with 1 being the winner and all subsequent games being runners up, but please vote for at least three! Apart from the voting you are encouraged to post a mini-review of the winning game (and any others) explaining what you liked/disliked and why you think it deserves to win... Remember, this is a Community Jam and so feedback from the community is all important! We want to know what you think! Apart from that there are a few more rules to stick to...

Voting will last 15 days from 12:00 Tuesday 29th January to Wednesday 13th February 23:59 GMT.

Please post your votes FIRST, before any other text.

Only ONE post per person. Any further coversation can be held in the Jam topic or in the topic of the game itself (if it has one), and any posts breaking this rule will be removed.

Your top three games MUST BE ACCOMPANIED BY A SHORT REVIEW and posts with no reviews of at least the top three games will be considered <void> at the time of counting.

If you are reviewing the games over the course of the 15 day voting period, use the <EDIT> button to add to your post, rather than post twice.Constructive criticism is fine, but comments like "This game sucks" will not be tolerated... so think before commenting!

Please vote for at least YOUR TOP THREE GAMES, although you can vote for as many as you like (and every vote DOES count!)Please also vote for "Best Use of Theme", "Best Use Of Handicap" , "Best Presentation" and "Best DevBlog"

NO talk of cheating in the Jam topics please. If anyone has any doubts about a post or a vote, then please REPORT the post or PM me with your thoughts and action will be taken.

So that's it I think... Take your time to play as many games as possible, and we shall see you all here again in fifteen days time to see who has the honour of being the Jam winner this time around!

Good luck to everybody and thank you all so much for participating!!!!

Nocturne

Spoiler

Welcome to the official GMC Jam #9 Games Topic!Here you MUST POST YOUR GAMES to be considered for the final voting and to receive any prizes. There are some strict rules for posting in this topic and anyone who does not follow them will have their posts removed, so I strongly advise you read (and re-read!) the following before doing something you may regret later :

Each entry has ONE post only. It must be used to show development of your game (while the Jam is on, you may EDIT your post to update people on your progress), or the actual finished game itself. Posts that "reserve" a spot or offer no content will be deleted.

A link to your game MUST be posted here before the end of the Jam to qualify for votes in the final stage. An actual topic in the Games Forum is not necessary, but bare in mind that this topic is only for games and, after the Jam, voting - so if you want feedback, criticism or comments on your game it is recommended that you create a WIP topic and link to that too.

This topic is ONLY for showcasing the games and their progress, not for discussion or any other type of post. If you wish to comment on a game, do it in the actual games topic (or in the GMC Jam discussion topic), but not here! All posts that break this rule will be deleted during the Jam. When voting begins, comments can then be made within the context of the vote.

When adding new progress blogs/screenshots to your post (via the <EDIT> button) please use the SPOILER tags to hide previous content. In this way we can keep the topic tidy and organised and people can see the progression of your game from start to finish.

If you drop out of the Jam, PLEASE delete everything from your post so that your game is not included in the final voting and then <Report> the post so it can be removed.

A zip file will be created within a day or two of the Jam finishing to facilitate the playing of all entries.

It is recommended that you use the "f1" help file function of GM8 to hold important information about your game as some people will NOT have read your posted topic and so have no idea what controls your game has, nor how it is to be played etc etc etc... Not including this information will have a negative impact on your game so I recommend strongly that you take a few minutes to do it. Those users with GM:Studio should make a simple help page at least since this functionality no longer exists .

And that's about it. I encourage each of you that is working on a game to create videos, take screenshots and generally create a developers blog in your post. Each new entry can be edited into the post while old entries can be hidden using SPOILER tags and if you wish to discuss anything Jam related, remember that we still have the Official Jam Topic, which I check regularly and there you can ask questions, make suggestions or discuss entries. Good luck to all who participate and I am really looking forward to see what the combined creative talent of the GM Community can come up with for this jam!

Nocturne

IMPORTANT NOTICE

As this topic is where the voting will be done too, all games that are in the Jam MUST BE POSTED HERE WITH A WORKING DOWNLOAD! If a post contains no download link when the voting starts, then I will be forced to remove the post and the game will be DISQUALIFIED.

Okay, my game is FAR from finished... But as a proof of concept it's cool...

Basically you have to use the Ovule to squash the mutant sperm cells in a laboratory... Click the Ovule and release to move it around, but don't let the sperm inseminate you or else you'll have mutant growth!!!

When the Game over comes up, Right Click to start again.

Sorry there is no sound or anything, but as I said, it's a proof of concept rather than a game!

DEVLOG:

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SATURDAY

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00:06 - I have an idea! Actually, I have a GREAT idea! And I think I'm going to go for a physics based game as I haven't really had enough time to play around with the GMS physics other than creating the tutorials... now to go mock something up and see if I can actually do the maths required to create the game play area.

00:15 - Okay, while working out the math, i've refined my idea in my head. Its going to be an arena game, but NOT a shooter, more a "crush-em-up". No idea what that means? Not sure I do either, but we'll see.... However, I'm REALLY pleased with the setting for my game and I think it's going to be pretty original and different. Now to go back to the maths! I have to work out how to create 32 fixtures on one object to make a nice circular arena to play the game in...

00:25 - Wow. That was a LOT easier than I imagined. After a few "fixture points not defined in correct order" and "fixture cannot be concave" erros i got it working beautifully. But what am I going to put IN there? Oh, and I have decided on a working title for my game... Insemination!!!

00:35 - I've made an Imgur album for all my images, as I doubt that I'll be able to post them all in the topic... So, if you're bored and want to see the full progress, check it out when you can: http://imgur.com/a/r3aHN#0

00:45 - Hahahahahaha!!! I have a BALL!!! Yes!!! Okay, it may not seem like much, but clicking on it and watching it bounce around the inside of my "circular" arena is a joy to behold...

Spoiler

(sigh) Well I think that's enough for one night. Time to go to bed and think about my next move...

7:38 - Good morning all! So, anew day is dawning (literally!) and I'm buzzing about my game idea. My order of business today is:

Create the main gameplay, ie: base enemy and player objects.

Create some workable graphics

Add a HUD

Think up additional gameplay elements while doing the above...

This idea really has my psyched and I honestly think that it is good enough to maybe make a polished game out of and port to all platforms... but we'll have to wait and see how well it does in the Jam first!!!

9:25 - Okay, rudimentary physics controls added and a VERY basic enemy-type object too. The physics (so far) have been remarkably easy... so I'm starting to wonder what I've done wrong! Anyway, I have made an HTML5 test of my project and you can play it here: http://bit.ly/VAV2H8Click the large sphere and drag your mouse to move, and right-click to create more mini-sphere enemies... There is not much to do at the moment, but it's coming along nicely!!! Oh, and I've changed the game to "Microscope Madness" as I want to communicate fun and silliness to the player as the actual story behind the game is VERY silly...

22:35 - Looong day today! And not much game making getting done... however, ive started work on the GUI and game graphics and I've also changed the orientation. The new screenshot is at the top of this post! i'm really please with the direction this is going in and it's certainly something very new for me. I just hope you guys all like it!!!

SUNDAY7:30 - Woke up with my head in the clouds... had a strong black coffee and started work on the HUD. I'm going for a minimalist, techno look as that requires the least effort for the Jam...

9:30 - My son has woken up and i have to go play with him and his Lego... So no game making for me (but this is just as much fun!!!)

21:00 - Where did the day go?!?! Okay, to work! My main goal now is to finish the HUD and code the game win/lose conditions. Since my plan for this game involves rampant mutant cells I've got a nice end state to create that should look good and be fun to watch.

21:55 - End state for losing done! Its actually more fun to lose than it is to win as when you do the main game cell multiplies incontrolably and occupies the whole screen! it's so much fun to watch!!! Now to finish that HUD...

22:40 - Basic HUD is done. i'd like more interactive and animated elements, but for the scope of the Jam, I'm going to leave it and get to work on adding in the start menus and some form of help/gameplay descriptions and things. i also need to add a highscore table and the win state as well as level progression... Phew! That sounds like a lot! Hopefully it will be easy enough to code now that I have the base engine in place...

23:00 - Okay, I'm going to watch a film with my wife and call it a day with GM for today. I've added a screenshot of the lose condition at the top of the topic (this one: http://i.imgur.com/mYRECzZ.png)...

A lab accident has caused an outburst of Amplegores, a mutated species consisting entirely of their own blood. You're Lyssandra, aka "Dog". Get in the GunCycle and manage the population!

The game contains 30 different weapons with defining characteristics, such as the ability to burn, drown, electrocute or poison foes. You can choose to play two gamemodes. Arcade Mode gives you a full clip of any of the guns at random - when you empty it, you get a new one at random. Or Challenge Mode sees how good you are with individual weapons by giving you infinite of that and 1-5 star target kill counts. There is also an Arsenal where you can read up short descriptions on each of the weapons you've encountered.

Music is by dtrx creations, sound effects are from multiple royalty-free sources. Everything else - all programming, graphics, font work, design etc is by me.

00:00: BUZZ! Clock is ticking, getting started for a couple of hours pre-sleep. Going to make some form of arcade platforming shooter.Most of my devlog entries will probably be videos.00:05: Going with the title Lyssandra and the Amplegores for now. Lyssandra main character (cat? in a ball?), Amplegores very violent, very bloody enemies (Ample Gore)! Also @cantavanda I was tempted to cheat, but I did wait until the topic was unlocked to post!01:55: Got a basic platforming Box2D engine rustled up. Sleep!10:41: Weapons list started11:05: Weapons chosen (30 in total), populating their stats then will begin implementing! Screenshot 112:28: This... is a long process :| Screenshot 212:52: All the gun stats are done! ...Sprite time. Ugh!13:31: Six down... Screenshot 314:45: 21 down >.< Screenshot 415:01: All done! Screenshot 515:32: Basics are hooked up, I have something to show in video form! Video 117:05: Added all bullet sprites and shooting, linked in mostly successfully to the stats seen in the first screenshots.Video 217:50: Added first part of HUD, improved bullet patterns in many cases and tweaked a few ammo counts, and most importantly, the main aspect of the game is in! Rather than selecting/collecting weapons, you simply get a new one at random once the clip of your current one has been emptied.Video 319:45: Started the Amplegores' logic! Video 421:23: Added all sorts - surface based blood splats, better AI, proper spawning and despawning of Amplegores, the rest of the HUD with all linked in stuff, tons of internal stuff and much more. It's now pretty much a functioning game!Video 5

Oh no! How could this have happened? I can't get my body back! My beautiful, beautiful body!

...What happens now?! Will I stay this ugly dog forever?

-----

That Doggone Cat is about a cat who only wanted a dog's strength in order to bully everyone, but ends up entirely switching bodies with the stupid dog! This is an action RPG where you play as the dog-gone-cat (dog turned cat) against your evil enemy who now possesses your body!

1/26/13 12:47 GMT-5Katie: Finished the tileset that will be replacing the placeholder. The tiles don't fit together on all sides and they're rotated in the game so they look a liiittle blocky, but I actually kind of like it!http://img51.imagesh...849/textile.png

1/26/13 15:27 GMT+1Snidr: How about a black outline instead?http://img600.images.../4981/pic5g.jpgI like black outlines o.oAlso added the first enemy, the frog! He doesn't attack yet, he only jumps towards you. But even that is pretty cool!

Thinking about making a game where you can mix potions to create creatures. Going through some ideas of how to do that with my wife!EDIT: Now I've thought of an idea, I think this will work as a mobile game so hopefully I can create an apk for Android by the end of the jam that people can download or maybe I'll even put it on Google Play if I have enough time!

Here's a potion:

I think I'll call this game: Critter Creator

Day2:

Spoiler

Okay, actually getting some work done. Created a few critters, conveyor belts, and background for the game.Need to work on the critter creator machine and and get the game to do something!

...and after a day of work I have... something to show for it:The monsters move around but don't create mischief yet. The chemical spills need some work and then creating the levels will be the easy part.Still need to do a title screen and level select.I probably won't have time to fit in an online high-score system. Oh well, I just need to get this finished.OH! And sounds, I still haven't done any sounds.

Day3:Stuck it out all night and finally got something together. I'm still not completely happy with it but I better not cut it too fine to the deadline. Made sounds and everything! Just need to upload some stuff and I'm done!

Day 1: I decided to make a platformer, going to run with it no matter how strangely it turns out. Attempting to get all the code done today so I can spend the rest of the Jam making sprites and stuff.

Day 2: *Silence*

Day 3: Scrapped original plan, it was a good one but it didn't fit in with the theme. I want to enter something into this jam though, so I'm just going to throw stuff at GameMaker until I have a game.

Desperate for ideas I posted a plea for help, received some interesting ideas e.g. "Have a velociraptor with machine guns. That says "clever girl"" and some other ones that probably wouldn't be appropriate on a all-ages discussion forum.

Had a good storyline that would make it fit in with the theme, however time is short and that isn't going to happen (unless I don't sleep for the remainder of the Jam).

The gameplay: You're a human that has been turned into a frog and enslaved by the evil HOT JAM DOUGHTNUTS to defend them from the native wildlife. Play though 50 one endless level of jam madness.

Okay, this is a game about guy (not a human, of course) named chuck. Chuck is a top secret government experiment, so he is always kept in isolation. One day, chuck get lonely (and he wants bacon) so he decides to try and escape. Chuck has no arms or legs, so his only way of getting around is barfing. He can barf and move at great speeds. Just click anywhere on the screen, and chuck will barf at your mouse. I feel that chuck is my best graphical (and gameplay) acheivment yet. The world uses a simplistic approach to gfx, and that is what makes it so eye pleasing (and it wont make your eyes bleed like my last jam game). I also broke it up with beautiful (ms paint) cutscenes. I got some great royalty free music as well. The game makes heavy use of the gm:s physics engine, because I wanted to teach myself it. Enjoy! (I currently have an HTML5 version in the works.........)

Devlog:

Spoiler

1 hour: Decided on an idea, imma make it. See post.

2 hours: ohhhhh..... I have a better idea. I want to mess around with gm:s physics.

3 hours: started making some graphics. I like minecraft style, and I have some experience making skins, so Ill use this. Next: I intend to spend the next 5-10 hours making the game engine, with all of the mechanics. Then, lvl design, then, polish.

5 hours: It still doesn't work perfect, but once I figure out these two major bugs, I can start working on some major mechanics. I have an idea where the barf touches ice, and freezes, so that the player can build a tower, and another idea where the barf touches lava, and it creates a draft, pushing chuck up.

5 hours and 10 mins: I made the logo above just now! I think it looks good.

6 hours: I am still fooling around with a bug. I cant figgure out how a apply a force to an object from a position in space. if you can help, pm me.

7 hours: Now I really feel like im wasting time. My game is hardly playable. I NEED something soon. I might call it a night though />/>/>/>/>/>/>/>. Im tired. I might get a reply to my questions by the morning />/>/>/>/>/>/>/>

7:30 in: Okay, im making progress, but its still far from complete />/>/>/>/>/>/>/>

12 hours: I slept for a few hours last night. It felt really good. Then, I relaxed for about an hour (eating, drinking coffee). I fixed the big bug (special thanks to snidr for the help) and now im working on getting liquid physics to work :D

19 hours in: Made enemies. Also made crates, and tweaked movement. Im currently 1 hour ahead of my scedule :D. Gonna now make ice that freezes the barf, allowing for some interesting concepts.................

21 hours: The engine is practically done. In fact, im aiming to finish the entire gameplay and content by the 48 hour mark. I want to give myself some time to polish the thing like hell, and do graphics. I'm aiming high to have lots of good quality content this time around, and not have to rely on procedural generated content (which I love btw, which is why im not using it.) I also made a basic menu system (okay, like the goat that ate christmas....). Likely I wont upload any more screenies until I work out the graphics tomorrow. Overall, im incredably happy with it.

22 hours: I found some music. now to work on level design.

23 hours: I made most of world 1. I have a wierd bug with turrets, but once I fix that I will upload a wip :D. I am trying to finish all of the level design by 12:00 (pacific standard time).

28 hours Finished world 1. Now on to world 2. anyhow, I have a wip, so check it out.

31:30 in: Decided to make word 2 be the moon. Got started on the moon mechanics. Gravity is less, and I added lazers to the mix. I also have an idea for oxygen, where if you run out of air, you die. Im trying to work all of this out in the next hour, beause I want to go to bed. World 3 will have to be tomorrow. I got 6 hours of sleep last night, so I will likely have about the same amount of sleep. I dont mind. 6 hours is very refreshing, and its not like I would be sleeping on my day off anyways........

42 in: It took me longer than I had hoped, but I finished world 2. Only 1 more world to go.....Also, new WiP is uploaded. Dont just sit there! go play it!On another note, the barf now looks much better than before. Its using paritcle effects so it looks like a fluid. enjoy!

48 in: DAMMIT! Gm had some wierd bug, and I lost 16 levels. I looked, and where the levels should have been, it just said undefined />/>/>/>/>/>/>/>. I was able to re make world 2, and now I am working on world 3. Still hoping to do graphics tonight though............

53 in: I think ill make world 3 tomorrow. Tonight, I re did all of the graphics. It actually looks really good :D. Check it out! NOTE: None of these changes are in the WiP yet. I might upload something later tonight.......

65 in: finished with the cut scenes, and most everything else is done. Now, im just adding random polish like room transitions. I also fixed the bug that was causing some errors on random rooms. There is no demo of this build yet, but I think that the next build will be the final one.

66 in: New update. Might not be the last one though, because I need to add credits and I want to add a gmech system, to track plays. The new update has music, and full cutscenes. Really, if you play this version, its basically the full game, apart from the things mentioned, which don't really affect the player (the player actually has no way of knowing about gmech....).

66:30 in: the game is done. I updated the post and were all set. I might use the last few hours to make an HTML5 version.

69 in: I know that in my last update I said that the game was done. Well, I got some critiques from supmaster, and I changed a few things. For one, I optimised the game to run on almost any modern computer. I was going to do this anyways because I plan to port the game to android (and add moar levels). Also, you can now press esc to close the game. enjoy!

70 in:I made some of the levels a little less difficult. Still challengine though.

1:50 AM - A bit more done, going to bed. Tentative name for the game: Stream of Blood.

10:55 AM - Woke up, made the menu. Off to breakfast, then I will record the intro cutscene and start with the actual gameplay.

4:42 PM - Sweet. Got most of the basic gameplay elements sorted out and coded. Screenie!Warning: Lots of blood.

Spoiler

7:37 PM - All that is really left is level design, unless I decide I don't have enough enemies. Things are going rather well.

10:37 PM - Added a red blood cell effect and made two levels. There will be at least 5 levels. I still have to put in some opening dialogue, music, sfx, three levels, a boss, and a few more instructional messages.

Spoiler

12:12 AM - Well, I wasted time sleeping and eating. That'll be the death of me.

3:06 PM - Level 4 completed. Sounds/music added. I could probably release what I have now as a full game if it had an ending cutscene and credits...

8:02 PM - Hooray, no progress whatsoever.

11:58 PM - All that is left for the boss battle is the attack pattern. I can probably squeeze 3 hours of work in tomorrow. I'll make it happen.

8:29 AM - Well, I cannot work on this until 2:30, which in my time zone is 3:30 before the jam ends. Wonderful.

2:55 PM - Heck yeahs, got the boss done. Now adding credits and more things to make the game more arcade-y.

3:48 PM - Well, I am about to be done. I want to make a link to the topic in the game, so I'll just go ahead and release the version I have ASAP.

4:30 PM (1:30 till jam end) - Well, game topic finished. The topic is here, and the the game is here.

Game about an accident in the lab that got out of hand, a huge toxic smoke came free!Your objective is to save the (robot) citizens before they suffocate!There are different houses and robots in the city and every type of robots has its own way on how to get rescued.Can you save the world?

It contains 3 difficulty levels with highscores!

It is my first game jam that I participated in and I didn't have enough time to make the full game.(It's also because of school.)But it's playable so if you want, you can download and test it.I've learned a lot of this jam, so be ready for my entry of the next jam!

DEVLOG(all times in GMT)

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SATURDAY0:02 AMJam started, thinking about ideas!0:18 AMI'm trying to take a nap for some energy, but can't sleep!I'm a volcano of ideas!8:07 AMI'm done sleeping.First got under the shower (the place where a lot of my ideas are born).Now I'm ready to start! (but first I'm reading some things on the GMC)8:20 AMIt has started!11:20 AMI had some second thoughts about my project, but started anyway!I'm doing the most important first: letting the player move.I'm working with temporary graphics now...12:20 PMDid a lot of basic stuff, now it's time to eat!1:25 PMBack to work!5:00 PMTime to eat!I've made a lot of progress and I'm ready with the system that lets the toxic air spread in the city.My first kind of houses to rescue is almost ready.5:36 PMBack to work.The first house will be ready within an hour or so!8:00 PMFirst houses and robots are ready!Gonna take a little break.9:47 PMI now have two houses to rescue.I've also made 3 kinds of robots, each one needs another way to rescue them.Gonna go for 4!After that, I'm going to start at the intro.

SUNDAY0:11 AM24 hours passed, it was a long day.I'm testing the game for bugs now, within some time I'm going to sleep.1:20 AMTomorrow I'll add some variety in the game, and I'm going to update the graphics and sounds.9:18 AMA new day! Have to make a lot of progress today since I have to go to school tomorrow...7:45 PMNot good... Some friends came over to visit me and I had no time to work on the game!Now I only have 4 hours today and tomorrow I'll only have a few hours too because of school...I'll have to work really fast!9:30 PMTo make or not to make it in time? That's the question!I just made the intro of the game.Still have to make: 1 level, end of the game, better graphics, sounds, start menu of the game.MONDAY6:00 AMWoke up for school...4:00 PMBack from school, still have a lot to do!6:00 PMWorking as fast as I can!8:40 PMIt's gonna be tight but I think I'll make it in time!Still working on the end and start menu of the game.10:17 PMHave to go to sleep and don't have time left.My game doesn't have sounds.

SCREENSHOTS

Here are some screenshots I took at the early stage of the making of the game:

Spoiler

Baby robot!An apartment full of robots.Some trees, clouds,... and a robot.

DESCRIPTIONThe LabCo center you defend has been overrun by escaped mutant creatures. It is your job, as the brilliant AI defense system, to prevent the creatures from escaping. Will you be able to defend the world from LabCo's creations?

CONTROLSLMB for most controlsF4 to Fullscreen the GameESC to Exit

DEVELOPMENT LOG

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Hour 1 - Implemented a basic path-finding setup for a tower defense. FEAR THE CREATIVITY! And the crates. IMG: http://img850.images...jamscreen01.pngHour 2 - Designed and animated a mutant rat - added a basic enemy unit. IMG: http://img708.images...jamscreen02.pngHour 4 - Implemented basic turrets with bullet animation. Yay! IMG: http://img818.images...jamscreen03.pngHour 5 - Health bars and damage implemented. Utterly excessive quantities of blood as well...we'll have to tone that down a bit. http://img442.images...jamscreen04.pngHour 19 - I had to sleep...alot. Bite me. Added a HuD this morning and added a tooltip display. IMG: http://img690.images...jamscreen05.pngHour 21 - Got myself a can of Spaghettios - the Gods of Nutrition smile greatly upon me. Aww yeah. My beard grows 3cm.Hour 23 - Added a drawn path to indicate the intended motion of the enemies. Also added radius indicators and improved the HuD. IMG: http://img707.images...jamscreen06.pngHour 26 - Graphical update. Updated nearly everything except for the health bars. Deal. Strange smell coming from somewhere; I'll investigate and post later. IMG: http://img442.images...jamscreen07.pngHour 27 - Nevermind about smell. Was me. Showers are for pansies!Hour 31 - YOU DON'T GET A PICTURE THIS TIME. Worked on back-end wave concept and implementation. Hour 42 - I like sleep. Programming can wait. Hour 43 - NO IT CAN'T. I'm here to get this shizznizz done!Hour 51 - Long time - no post. I DON'T CARE. Added tower leveling, 8 new towers, debuffs for baddies, improved the UI. IMG: http://img59.imagesh...jamscreen08.pngHour 70 - Nearly done - added tutorial/how-to and title-menu. Play-tested the sucker and made it to wave 24 - CAN YOU BEAT ME?! IMG: http://img546.images...jamscreen09.png

Dev: (times listed as passed since Jam's start and local to me respectively)

Spoiler

0007 | 1607Have Goldfish and Monster. Ready to jam! I made the "mistake" of waking up at 0800 this morning and spending seven hours at Disneyland. While indubitably fun, I'm already exhausted and it'll be interesting to see how well I hold up later tonight.[img ]http://img33.imageshack.us/img33/787/img11611e.jpg[/img]

0931 | 0131Spent the last six hours programming stuff. Most everything in the concept arrangement is now fully fleshed-out. I wrote a platforming engine from scratch because it's not much more difficult than using one I already have. Then I wrote some code for lots of dynamic animation, mostly for the creature's tail and back-tumor. My little brother was watching and wondering why I was paying so much attention to something as little as the tail and tumor physics, but he doesn't understand that it's the little things that make a game sparkle.

The gunk-blasts are fully operational, you can refill gunk from the vat (complete with lapping animation), and the tumor swells according to how much gunk you have. I'm mostly done with the player character and core systems, but of course it helps that I've made a number of similar games before. Here, I've made a lot of tweaks to the way I'd used to do things, and it's worked out for the better in each case, so I'm pretty happy with that. It's pretty late for me, and I've been working with nearly no breaks for the past nine hours, so I imagine I'll be hitting the hay soon.[img ]http://img233.imageshack.us/img233/6345/screen2vc.png[/img]

1050 | 0250Added a neat room transition. Fixed a few things. Added a "muzzle flare" type effect when you shoot. Got comment-boxes to work so that the player runs into them and whatever text I assign the instance via Creation Code is then shown up on screen, including being able to send multiple pages at a time (separated by a | ) in one string. It's been an extremely productive evening, but now I'm certain I need to rest. The morning looks bright!

1606 | 0806Just woke up from a wondrous sleep. Time to jam again!

1826 | 1026It's interesting sometimes how much progress you can make and have none of it to show because it's all behind the scenes. I added some more systems to the game. For instance, Dan the Namuh can die now. He knows better, though, because he can see that some of his partners have already fallen victim to the ruthless Le Sir, an unkindly fellow who always makes cutting remarks.[img ]http://img41.imageshack.us/img41/1978/screen3ms.png[/img]

2026 | 1229I'm realizing that everybody and their mom is doing rats for this jam. Not that that bothers me, but it just means I need to be that much better, and makes me glad I spent a good amount of time perfecting my rat-like creature yesterday. Things are getting added piecemeal now. I put in a moving rack that carries lasers and platforms back and forth. There's a piston in the game now, which both launches and smashes Dan the Namuh. Dan is very good at dying at this point.

Another thing I implemented is a time-code stamp. Nothing huge, but it adds to the feel of the world and ties in well with the death effect (tape-rewind). No pictures this time, but more later.

2205 | 1405Ate a hearty lunch. Never underestimate the stimulating power of food! Then I put in a deathly blood effect which was missing, finished the programming for the pistons, and added fields that evaporate the gunk you shoot. Again, this is all something that I've programmed before in some form or fashion, so I'm not really hitting any speed bumps there even if everything is being made from scratch.

The image below is just a test room that I throw a bunch of stuff to easily test, and will not be one of the game's levels.

2416 | 1616Just made and completed the two ground-based enemy AIs, Sawyer and Consuela. Consuela is a probe droid that rolls back and forth, torching and vacuuming everything in her path. Sawyer will patiently wait until it can see you and has a clear path. He then charges at you with saw blades spinning fervently.

2603 | 1803Officially finished all of the critical game assets. And I scored the music already. I'm ahead of schedule, so I'm going to treat myself to a nice dinner and an hour or two with friends. Then it's back on to level design, sound design, title screen and polish bits.

2827 | 2027Got started on the title sequence. Without spoiling the story and going into specifics, it's safe to say that the following image is rather telling. Like everything else, it looks better in motion, but I guess I'll have to wait until I'm done with the project to prove that. No time for videos!

3227 | 0020Started some sound design. The title sequence is ship-ready, and I'm very pleased with how the ambiance it gives off turned out, but I only have seven levels in the game so far (which I can speed-run in under two minutes... so I clearly need a lot more!). Each level is only one or two quick puzzles, so it doesn't take long to go through them. Fortunately, it only takes a couple minutes to build each one, too.

I need to do some voices soon because it's not working with silent characters. Even muttering and shrieking should be better than not hearing anything, if only to clue the player that there's dialog happening. I don't have a place to record at the moment, though, which puts me at something of an impasse. In the mean time, I'll be making more levels! Woot.

3432 | 0232I made good progress on the sound bytes in the last hour or so. Dan and Star Ball are both accounted for, so that's good. Also, there are thirteen levels now, which means it takes about six or seven minutes to play through the game. I know that because I'm too lazy to keep proper track, but the song I have playing is four minutes long and it gets about half-way through its second run when I beat the thirteenth level.

At this point, besides more sound bytes and more levels obviously, I need to illustrate more decorations for the levels. There's nothing yet that suggests you're actually in a laboratory besides all the vats of Ligrivyte, so it raises the question of what the Namuh scientists are even doing. However, being that it's only about half-way through the jam, I think it's safe to say that I have plenty of time.

3707 | 0507I always forget how long it takes to prepare and implement sound effects. I'm not even done, but I've been spending the last two hours putting parts in for various game happenings. The other thing is I'm not a very good sound designer. I pride myself on everything else, but sound effects is an area I always feel poorly about.

Anyway, it's nearly sunrise for me and I have an event in six hours that I need to get to, so I'm going to spend some more time asleep. Meanwhile, I've hosted a demo of what I have so far online (which I compiled just to see how large the .exe would be: 8.13MB).

4607 | 1407I realized last night that the mumbling and text-only dialog just isn't working as well as I'd hoped. It doesn't gel with the gameplay since you can't properly focus on both at the same time, so I'm moving to narration. I was originally against narration because, knowing how much time it's taken me in the past (Rachel and Globbler's three minute dialog from Twice took eight hours) I knew I didn't have that kind of time to spend on it, especially since there would need to be a lot of narration.

I've come up with a compromise, though. The narrating won't be subtitled, so I don't have to worry about any synchronizing issues and testing phases, which took over half of the time last previously. In fact, I might be able to get away with only spending two or three hours on narration. I'm not planning on sleeping any more until the jam is over, so I should have enough time to get it done.

5102 | 1902I wrote some more music for the game that's probably only going to be used for the ending, which is fine. Speaking of which, I made an ending for the game and illustrated a new title screen for if you return from having beaten the game (which adds context now that the story's been spoiled). Took longer to implement than I thought since I kept not being happy with the results, but I am now.

Speaking of being happy, I got all the sound effects in for everything, so the only thing left to record is narration. I'm happier now with the overall whole of the sound design now that everything is in -- maybe it's like that effect where putting a bunch of decent-looking girls next to each other makes them all seem nicer on the whole, or maybe the sound scope is just naturally off when it's incomplete. I don't know and I don't care at this point; all that matters is it's in and it sounds alright.

I'm still at only fourteen levels, though, so that's the second remaining thing to do. It's nice to think that I only have two things left (the other was narration), but then I remember that these are two of the most time-intensive things. Woot.

5410 | 2010The level designs are coming along nicely. At least I think they are. I am and always have been a terrible judge of my own games' difficulty. The first fourteen levels have had a couple of testers run over them while I watched, which allowed me to make some changes I wouldn't have thought to make otherwise. I'm at twenty-nine levels now, though, so the second half could be completely unbalanced!

Overall, I think I'm about half-way through the levels that need to be made. However, I'm only a third of the way through the story with the current level implementations, so it's possible I still have a whole mass more to make afterward. Luckily, I still have enough assets that haven't been placed in a level yet that I'll be able to keep the next several levels interesting still.

Eighteen hours remain, and I still don't have narration. I'm currently at my father's house, and I don't like doing recordings when other people are milling about, so I'll likely have to wait two or three hours before I can start on that. Another thing I have to do is decide whether I want to spend time to implement a set of screen-wide effects, or instead dedicate that time to additional level decorations. Both serve the same general purpose, but arrive there via different routes. Anyway, here's a new screen shot for your viewing pleasure:

5703 | 0103End of the night and I'm not close enough to done, so I drove to the nearest convenience store conveniently just two minutes away to pick up more Monster. Looks like I'll be pulling an all-nighter!

I've added in a scan-line effect, tweaked some collisions that were too strict and bothering me, and added another fifteen levels to the game. I always underestimate the time it takes to make levels, even this far into the game. Ah well.

6016 | 0416Just under twelve hours left, and I've finally finished all 60 levels. I'm realizing that part of what took so long to make them is that I kept playing through them over because I'm not very good at the game. I may need to make some tweaks when my play tester wakes up.

6225 | 0625Two-ish hours spent on recording and coding (wav -> different wav -> mp3) narration. There's about 15 minutes of narration, so that seems to have worked out fairly well. I'm using a voice transformer to add gravitas, and I had to try to clean up the audio since it was made using my crappy laptop mic, both of which take lots of time. Hence the two-ish hours spent on fifteen-ish minutes worth. After I plug it in, the only thing left to do to be feature complete will be to illustrate the ending scene.

6533 | 0933Oh happy happy joy joy! I'm feature complete. I've also been awake for 24 hours at the moment and have two or three Monsters coursing through my body and I can't really function properly any longer. I think I'll take a break for a short time, then get back in to make things as good as they can be. Besides, my tester still hasn't woken up. Grrr!

6835 | 1235I've decided I'm finished enough with the game. There will always be more things that I can add to it, so I need to draw the line somewhere. I quashed all the bugs I could find, I play-tested it extensively and made some adjustments, and I polished a few odds and ends. I'm happy with what I have:

Please note that the game is intentionally very difficult. If that's not your cup of tea, you may want to pass (or stock up on keyboards/whatever you rage destroy). I've run the game in twenty-six minutes, but my younger brother took ninety-. If you're enjoying the game but cannot pass a stage, there's a hard-coded room_goto_next() by holding Ctrl-Shift-S and hitting the + button on the keypad.

Information:Every year thousands of animals die in laboratories. Usually these creatures give up on life and let themselves be proded and tested. But sometimes an animal stays strong. Never loses its grip on life. This animal must leave before it's reduced to a shell of what it used to be. This animal must escape! And as a wise man once said "Every Journey Starts With A Single Step". This is the story of one such animal, his name is Robbie the rat...

[10:40PM GMT] And its all over! At least it is for me, I didnt manage to get the shop working but at least the core mechanics work. Feel free to vote and play />/>/>/>/>/>

[10:15PM GMT] And so the second day ends, everything is pretty much complete and ready to go. If I have time after school tomorrow I may add a simple shop or something. But its nearly there! Sweet dreams everyone />/>/>/>/>/>/>

[9:00PM GMT]Just a quick update before I take a shower:http://i.imgur.com/W4he7mP.pngChemical "Gloop" now does stuff (Red = Instant Death, Green = Lowered Food, Blue = More Food). More images and maybe a demo coming later stay tuned />/>/>/>/>/>/>/>

[8:25PM GMT] Woah talk about late update! So I started work after visiting the bank to sort some stuff out which took longer than needed (as per usual)! Anyway here is a wip screenie:http://i.imgur.com/xp5LWtd.png

[9:42AM GMT] - Finally got an idea! You play as an escaped rat whose manage to bite through his cage, dodge obstacles and keep your hunger full to make it out or get as near to escape as possible! The game will be topdown/iso random running game, hopefully with rat customisation and many obstacles an "dropped foods". Stay tuned!

DescriptionBasically, a physics puzzle game. In each level, you must get to the light bulb, break it (push it against wall) them back to the (now open) door. You'll need some acrobatic skills to flip the bot without crashing.

HINT: The best starting position for completing a "flip" isn't necessarily the beginning of the ramp. Try starting in the middle.

I was thinking of some kind of Jules Verne-ish steampunk dystopic future without mankind, where machines/science do weird things. (Nothing like today's world... of course. )

Development Blog:Saturday Night

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I've made some progress... although the game is still a long way from critical mass. The basic idea is a post-Armageddon world where mankind and high-tech has perished, but low-tech robots assemble themselves from spare parts (like tools, nuts and bolts, etc).

I've been working on the physics, and on the intro scenes. Got some cool rope physics going on though. Here's two small screens:

[/indent]

Monday Late

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Just finishing up, after delays with a physics issue (my brain). The game is rather short, but (hopefully) fun.

Basic idea: Humanity created robots called "servo's" to serve them, however the programming inside of the servo's became corrupt and wiped out all life on planet earth. Now an alien species of blobs has come to claim the planet from the evil servo's.

http://www.youtube.com/watch?v=va6memK_DgM

dev blog:1-5:

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1)

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Creating base engine!

2)

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Created all I can already before I get the sprites I need. I could always just use temp. sprites and continue though.... but I feel like I've done good and deserve a break.

3)

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Worked on balancing three animal types. Nervous because DJ scratch Vinyl isn't online!!!!!!

4)

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Fixed MASSIVE spawning bug. :D

5)

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First impressions and reflections: I feel like if I get this right, and DJ comes through, we have a real chance at this. I think a massive scale TDS with cool graphics and effects willreally appeal to the public. Taking a break to hang out with a buddy of mine />/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>

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6-10

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6)

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DJ is alive! going to integrate sprites, see how they look. may need to tweak sizing a bit. Also basic engine is pretty much complete

7)

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Did a lot, gonna stop for the night. Good night!!

8)

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Good morning world! My check list for today:Integrate scoring system Get all sprites from DJ. Including the new "goat" as a replacement for the gorilla, realized that was a humanoid!Get music from Phredderickturn current testing level into permanent maptest just how many AI I can have in a battle..... So far I've gotten 20v20! Wanna get even more!Day 2, here I come!

9)

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Scoring system integrated, no word from partners, almost done with first map! :D

10)

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Having background issues. If you want to help click here. No word from anyone yet. Getting incredibly nervous. Really, PLEASE HELP ME WITH THE BACKGROUND ISSUE!!!!!!

11-15

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11)

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FIXED BACKGROUND ISSUE! :D Thanks to DXSmiley! Now I can continue to progress! Still need to finish map one. No word from team mates. Getting angry. Mainly at sprite artist. May have to take this into my own hands and try to come up with some sprites. I'm thinking about changing it to blobs vs robots. I can do blobs.

12)

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I did it. I discontinued my partnership with my spritist and took matters into my own hands. I still think this is good, I just need to make a different robot sprite and I'll be fine! />/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>

13)

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About to get the music from my awesome partner Phredderick, about done with the first map. Added in temp. menu screen to choose map and class. I'm feeling really good now!

14)

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Received first track from Phredderick, sounds great! First level is done, it's called TOWN. Working on the second level, HOUSE. I'll put screenies and videos up tommorow probably.

15)

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Second map done, full music integration, and title created!

16-20

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16)

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Made a short video. See top of post! That's probably my last bit of work today. Tomorrow I'll have to complete this check list:

Create one or two more levels

Create permanent menu/intro screen

Upload game

17)

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Well, believe it or not, I'm done. I had to finish tonight because I have literally 0 time tomorrow to finish. So, here, with 3 maps, 3 classes and music by Phredderick, here is

18)

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SNOW DAY!!! I now have an extra day to work on my game!!! It's a Jam Miracle!! I plan on adding at least one more level and possibly tweaking the AI

19)

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The new map I'm making is huge. Lost of indoor-outdoor combat. UPDATE: I'm almost done with the map design. Gonna add in some tiles and details. I have a lot of time, after all. After this map is done and tested, I will be uploading my FINAL version of Blobs VS Robots.

20)

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90% done with the map. I'm calling it "beach" Basically it takes place at some sort of rural beach-side community. It has two accessible buildings and two non-accessible buildings, a large, fenced-in farm field, roads and a pond in the upper right corner. It is 4000x4000. May add one more building in the lower left hand side of the map. Not sure yet though.

21) All done with beach!!! Love it, nice big map with good combat variations. Spawning is pretty good too. Uploaded!

7:14 PM: No programming is going to be done today, most likely. I'm going to come up with an idea and decide what exactly constitutes a 'humanoid'. I have a rough start on the first (if we're honest, we all figured it was 'science gone wrong'), but the latter could take a while. Hmm...

7:16: My devlog is on the 2nd page, darn. Always a bridesmaid, never a bride...

1:56 AM: After some dilly and dallying I have decided on the general idea of my game. I'm embracing the handicap fully, inside of a massive bear hug. I'm putting the handicap on par with the theme and placing both at the center of my game; it's not a handicap, it's an opportunity! I'm making lemonade.

Nothing to do but dive right in! Let's see what I can do.

3:55 AM: I chose the art style ('poor', in case you were wondering), and chose the title: 'Vital Spark' beat out 'A Current of Air' and 'A Leaf on the Wind'. I also created the main menu; I have this thing where I have to create a game in chronological order or else it doesn't feel right, so I made the menu first. Woo, progress. Bed time for me; can you tell from my overuse of colons and semicolons? To be continued tomorrow.

Day Two

4:31 PM: I warned you that the art style was 'poor'. Hopefully I'll have enough time to add some lights in and class things up somewhat:

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Day Three

5:06 PM: I had a minor panic attack because I thought today was the last day, when in reality I'm probably going to be able to implement everything that I wanted to! A complete game banks on me skimping on the devlog, however, so I'll just do screenshots and short updates from here on out.

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3:16 AMAnother small panic attack when I couldn't find this post. It turns out a post before it was removed and now I'm on the first page! A bride after all...*sniffle*.

Lighting added, music added, and sound effects added. The final level will be completed partially tonight, partially tomorrow. I'm very proud of this game!

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Day Four10:19 AMI know, it's really only "3 days", but my timezone makes it so that I have 3 sleeps during the Jam. Shut up.

Anyway, it's the final countdown. One level left to create. To whoever is reading this and still has yet to complete their game - let's do this!

6:37 PMFinished! Uploaded before the final playthrough in case I don't make the time, but hopefully I'll have time to update it if necessary.

Entry 2 - 6:09PM D1:I've been trying to get some ideas but I'm just having so much trouble interpreting "science gone wrong" without using humans as an example. So I've had the boys in the lab do a little hypothesizing, and the best ideas currently stand at using either triangles or hand-people as a stand in.Just as well, I barely know which direction I want to take this game in, game-play wise, that is.

Entry 3 - 8:31PM D1:CATS. I've come to the consensus that cats are going to be the most workable substitution for human characters. I still don't exactly know what the gameplay is going to be like, but I'm working on it. I'll most likely go with some sort of dungeon-crawler-esque RPG type thing. Who knows.Image 2

Entry 4 - 10:24PM D1:Still working. I'm kind of going at a slow pace, but at least it's a pace. Looking at some of these other jam entries, I'm feeling a little intimidated. Ah well! Getting back to work now.Image 3

Entry 6 - 11:12AM D2:Had a nice nap. time to kick this into overdrive and get some stuff done.Image 5

Entry 7 - 2:53PM D2:You can now only see the room you are currently in and adjacent rooms, assuming you get close enough to the walls. I've added gold to the chests. I've also added a basic monster type. I have to say, making room shapes by defining the x and y of the all of the objects for multiple configurations of a 180x180 space is confusing and difficult.Image 6

Entry 8 - 6:09PM D2:Added some background music, as well as a loading screen.Took me some time to figure out how to generate this size of a room without lagging up the game, but I got it figured out eventually. Next I think I'll work on some enemy types and room layouts.Image 7

Entry 9 - 7:07PM D2:Added two new enemy types. The Fire Golem and the Snow Golem. Snow golems leave water trails, Fire golems leave lava trails. Both of these things hurt you, because you are a cat.Image 8

Entry 10 - 4:44AM D3:Added an inventory system. Also added a bunch of sound effects and remade the music. I really like how this game sounds. On a more personal note, I've downed a can of Amp and may or may not be having minor hallucinations from the combination of caffeine and sleep deprivation.Image 9

Entry 11 - 8:44AM D3:I made this rad menu screen. Isn't it just purrfect?Been making some progress, got an equipment section now. Plenty of items. Now I just need more enemies and room types, I think. Besides that I just need to implement the minor story portion of the game which will make the whole science thing make a little more sense.Image 10

Entry 12 - 3:00PM D3:Everything is so hazy now. Things are kind of blending together, and one of my eyes is burning like hell for some reason. ANYWAY, let's get past that. I've done some stuff, like adding tips and hints to the loading screen. I've been working on items and enemy types. The final major step I have to take is the story of the whole situation, then it's just ironing out the bugs and lathering on the polish.Image 11

Entry 13 - 9:15PM D3:Almost done. I've bot a few extra bits to slap on and a bit of polish to give it, but otherwise it's just about good to go! After I get home from school tomorrow I'll fix this thing right up and post it. So keep an eye out.Anyway, I've been up for about 38 hours now (with this song stuck in my head on occasion) and I am in a very strange state. I don't quite feel tired, but I certainly don't feel awake. Anyway, I'm gonna take a nap, go to school, and then upload a game. See you all with another update, and hopefully a full game, in about 14 hours.Image 12

Entry 14 - 9:15AM D4:Turns out I wasn't informed that there is no school today. So I ended up going all the way there just to find out I had no reason to be there. On the up side, I've gotten some good rest and have a bit of extra time to work now. Looks like it's the purrfect time to add more things!Image 13

I have quite a precise idea of what the game will be.I actually had this idea for quite some time and wanted to make a game out of it.This game jam offers me a perfect opportunity to explore at the very least a fragment of this idea.

Update #2 : 2 d, 21h, 07m left

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Since last time, I mostly focused on the graphics. I did however add very basic features like movement and collision detection.The next step is working on enemies, AI, event scripting, and more.But before that, it's sleepy time!

Those last few hours since last update have been quite tough.I have been working on scripting cutscenes the whole time and every time a problem would be fixed, a new one would appear. At least, now the cutscenes work and are easy to script!

I've wasted a lot a time those last few hours. I did get a few things done at least.I made a health bar (but there are no enemies to reduce it... >.<), made a couple sprites to make terrain elements more random, and added a trigger mechanic to start a cutscene.

It seems that every time I decide on an objective, I end up doing anything but that. For instance, I've been wanting to do enemies and AI for quite some time now but always managed to find another feature to add instead.Since last time, I made the menus (main, pause, ...). I still have to make the help screen but I guess I'll do that at the end. For now, I think I'll be working on a hacking system a bit like Mass Effect.Let's see how that turns out!

It's the end of day 1!I've already done several game jams and compos such as Ludum Dare. I must say, I have never been this productive! Usually, most of the work is done the second day.Since last update, I made the "hacking mechanic" I mentionned which you can see on the screenshot a bit lower on this entry.Tomorrow, I'll finally start working on enemies and AI, I'll make sounds and implement them in the game, and if I am as effective as I was today, I should be able to script the story, program the final boss and have the finished product!

Well that was an unproductive day!I woke up late, went to the cinema, and worked just a bit before eating.At least, I don't have any obligations for the next few hours so that means : work, work, work!!!!Since last update, I programmed a way to open the hacking UI, a successful hack can now have an effect (ex : start cutscene, open a door, ...), added objects which the player can interact with.

Finally! I have started working on enemies and their AI! It took me 9 updates to finally get started.The AI isn't going to be complex. Basically, "enemies" are turrets. there will 4 kinds of turrets and each has special properties. In addition to enemies, the player can now me hurt and when shot, some particles will act as spays of goo.

All those features won't catch up the time I have lost today but I can say those last few hours were quite productive!

Here's a little screenshot of the game :

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Update #10: 1 d, 1h, 5m left[/size]

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The game finally has a name!I decide to call it "> echo Die!". The name may change in the future however."echo" is a command in batch to display a message on a command prompt.

Since last time, I decided that terminals will lock for several seconds after a failed hack, when the player dies he respawns at the beginning of the level.Now, I'll be working on more turrets and possibly the AI for the final boss.

Here's a little screenshot of the game :

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Update #11 : 1d, 0h, 5m left[/size]

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End of day 2

And here goes the second day of this jam!I can't say things did go quite as planned today since I lost many hours of work. Nonetheless, this day can be concidered as "relatively productive" since I got nearly the whole game mechanics ready. That means that I can start scripting the story properly.

Since last update, I added doors which can be openned by hacking a terminal, made many new sprites to vary the levels.Next, I'll make 2 new turrets, design the levels, program the final boss, and if I have time, I'll add sound.

If all goes well, the game will have 10 levels. The goal is to sneak past the turrets to reach the end of the level.

Here's a little screenshot of the game :

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Update #12 : 0d, 12h, 44m left[/size]

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The final Day begins!

This is the end sprint! 12h left until the end of the Jam. I haven't done much this morning. Just added a few decoration elements.Now that the game logic is done, I'll design the levels and script the events in them. I also must make a proper sprite for the player since it hasn't changed since the beginning of the Jam.

And sorry, no screenshot this time.

Update #13 : 0d, 2h, 52m left[/size]

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So much pressure! Less than 3 hours left!I'm sure I can make it in time. I just must not take any pauses...I decided to reduce the number of levels to 5; 3 oh which are fully designed.I doubt I'll have time to add sound.

5:21 P.M. (Gmt - 8): Idea formulated. A survival game based on being a gerbil, after the humans wipe themselves out when a high school student develops an airborne zombie virus. Survive while avoiding predators and zombies and zombie predators. Using both handicap and theme :D

5:56 P.M. Working out specifics, getting work on sprites and background music. Using familiar top down style since I've never done a short game.

8:32 P.M. Got weekly groceries, blundered through some artwork.

9:10 P.M. Going to bed XD

7:40 A.M. WAKE UP! Staring at computer for ten minutes while I brainstorm

12:23 A.M. Slowly finishing infinite world size, end in sight! Remembered to save so I don't lose all my data if the power outs or something.

2:10 P.M. Drowning in code

2:41 P.M. Guts complained several times that fried raman noodles is in fact not very degistable

3:17 P.M. World now infinite. Debugging and populating world commences

6: 04 P.M. Realising I'm not getting any more done today and taking a break. Well the hard part's over with at least />/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>

9:14 A.M. Debuggin complete! I feel like the student who has completed only the hardest part of a test and has used half his time. And okay, it's not infinite, but 500,000x500,000 is pretty big, especially for low res :3. And tbh, I'm actually not 100% sure it'll crash after that.

9:40 A.M. Finished animating the little rodent, should get a new WIP up in a moment

9:45 A.M. v2 is up! awaiting virus scan. World is currently empty, but that should change momentarily. Still some debug code in left, just ignore it. use WASD

12:49 P.M. Mostly pacing and not getting much done lol. Made some logs, fixed a bug, made some stumps, adding some survival variables.

1:49 P.M. realising I actually need more time for homework than I thought and probably have to start wrappin things up xD So much for a title screen or graphical instriuctions />/>/>/>/>/>/>/>/>/>/>/>/>/>

7:15 P.M. Basic Design finish! just need to finish balancing and place some code where it belongs.

9:32 P.M. Polish complete, final balancing being nearly done. Going to make a release just in case my computer dies or something.

10:19 P.M. FINISHED! YOU CAN RUN LITTLE GERBILS BUT YOU CAN'T HIDE!

Note for the lazy: You have to wait approx 60 seconds for the zombies. Also, read the readme. A copy/paste of the readme is in spoilers here (it's way simpler than it looks): (you can now press f1 in game for most of it)

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Plot!

10 years ago mankind invented a killer zombie virus!Bad News: it killed them all. This strained slowly mutated killing all complex life on earth. All that's left of the animal kingdom are the lowlygerbils. And now the virus has mutated to infect them as well.

You, the hero gerbil, are the only gerbil immunue to said virus.Fend off the zombies while protecting as many gerbil mates as you can!Keep in mind it does eventually get overwhelming...

The Community, Part 1 - Progress: 100%A parody fantasy visual novel with interactive battle sequences, GMC Forum references, special effects, and graphics straight from MS Paint :DGenres: Visual Novel, Parody, Supernatural, Fantasy, ActionSorry, does not follow the handicap. I just couldn't work the handicap in without trashing the whole visual novel idea. At least, it will kind of follow the theme.

A game about making a potion for unknown reasons while evil blobs are trying to destroy you and your mix...using your own science against you! This game is for the GMC Jam #9. It features fast-pace dual-stick shooting and cooking gameplay. There are also four optional game modifiers to make the game harder and more interesting.

I'm not surprised by the theme and handicap at all this time around. This doesn't seem too hard. I mean, how difficult can it be to make non-humanoid characters? It sounds easier to follow the handicap, actually. As for the theme, this will need some brainstorming!I'm currently thinking about potions. Have you played restaurant games that involve making the right things for the customers? What about a game where you need to mix different colored potions in a pot at the center of the room? That's not all, but evil blobs try to destroy your mix! It's a cross between defense and cooking!Now, here is how it's science gone wrong. The blobs attack by grabbing the potions to power themselves up, then they proceed to attack you in their stronger forms. You need to make sure that they don't get near the potions, or you'll not only miss a chance of adding more to the mix but you'll have to deal with stronger blobs as well.There are three different colors of potions: yellow, green, and red, each one giving the enemy blobs different abilities. Yellow blobs move fast and dash at the player. Green blobs are granted the ability to shoot at the player. Red blobs have the ability to explode and try to blow up your mix.The controls are going to work like a dual-stick shooter. Touching a potion automatically changes your color to that potion's color. Touch the mix at the center to add your color to the mix.

1-25 11:09 PM EST

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I got some basic graphics and movement working. There is no actual gameplay yet, but I guess I'm off to a good start.I realized that making the characters blobs is a kind of cheap way to stay with the handicap, but I will try to use this as part of the gameplay. I'm considering making it so that the main blob's color matches the potion that it last absorbed so that the player knows what it currently has, similar to how the enemy blobs work.That's enough work for today. I need some sleep for tomorrow! I plan to get some gameplay working.

1-26 11:52 AM EST

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Now that I am refreshed from sleep, I'm going to continue work.

1-26 1:32 PM EST

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You can now move around, grab potions and place them in the pot. There are four different potion spawners. One always spawns red spice potions, one always spawns green ooze potions, one always spawns yellow powder potions, and the fourth one is random. This ensures that you always have the potion that the pot wants. The main blob changes colors to match the potion that it last absorbed.The pot tells you what potion it wants by picking randomly from one of several phrases to describe the next ingredient.My next step is to add in dual-stick shooting and enemies.

1-26 3:14 PM EST

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All three enemy types work now. When an enemy doesn't have an ability, it tries to absorb the nearest potion to power itself up. Make sure that they don't grab your potions!The dual-stick shooting works, too.I'm going to take a break, now. Super Amazing Wagon Adventure is calling for me.

1-26 5:00 PM EST

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Health works now! I've been working on balancing the difficulty of the game. I don't know if it should be average difficulty or very hard. I do not want to frustrate voters, so I'll probably stick with average difficulty.Right now the game takes about 3-5 minutes to complete, assuming that you don't die. Dying erases your progress like a high score game would, so if you die a lot it would take much longer.

1-26 7:16 PM EST

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Stampedes occur at certain points in the game now. A stampede is basically five seconds of rapid enemy spawning. They aren't too hard to get past, just make sure that no red blobs get near the pot. If one touches your pot, you're done for! Don't worry, blobs that aren't red can't destroy your pot. However, they do try to kill you.Also, you can die now. The game over screen has been made! You can either die by running out of health or if a red blob touches your pot.Oh yeah, I added powerups that are occasionally dropped by enemy blobs. Grabbing one makes you more powerful for a brief period.The game is almost complete. I just need to add in the winning screen, make sound effects, and do something about the ugly background.

1-26 10:06 PM EST

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Made some more tweaks to the game's difficulty. It starts to get really hard after the third stampede!I made the game actually beatable with a winning screen. Most people probably won't see this due to the game working similarly to rogue-likes. AKA try to get further than last time but you might never win. However, the first half of the game should be easy enough for most players to get a good chunk of fun from the game.The game can be turned in right now if I want to. However, I still have a good two days left. I should make more modes! This will wait till tomorrow.

1-26 11:36 PM EST

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Made WiP topic, linked it, now off to bed.

1-27 9:05 AM EST

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I've already gotten up and taken a shower. My breakfast (a bagel) is cooking. Speaking of cooking, it's time to work on Science for Blobbies! Yes, my game will be called that. I'm going to make four new modes: Teleporting Pot, Danger, Stampede, and Everything (all previous modes listed at once). If you think that the basic game is hard, wait till you try out these new modes!

1-27 10:56 AM EST

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Time for Church. I'll be working again somewhere around 2:30 PM.

1-27 2:35 PM EST

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I'm back and ready to work! I don't care if it's the day of Sabbath, I shall not rest until my game is complete!

1-27 3:35 PM EST

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I updated the WiP to 0.2. New game modes and the stampede text is less distracting. Also, projectiles now have motion blur.Next up, Stampede and Everything Modes!

1-27 4:35 PM EST

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I just got this awesome idea to allow toggling for each game mode, allowing the player to match whatever modes he wants. This makes Everything Mode unnecessary.

1-27 5:12 PM EST

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Toggable modes work now! Hmm, I feel that there is room for one more mode, but I'm not sure what it should be. I'll ask around.

1-27 5:57 PM EST

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I added in the fourth game mode! People who played my GMC Jam #5 entry last year, "Falling for Milk," will love this one.

1-27 6:47 PM EST

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Now the game times you and it tells you how long it took you to win, as well as displaying which modes were enabled. It's like in my GMC Jam #5 entry, "Falling for Milk," only it doesn't save a snapshot this time around. If you want to take a snapshot, go ahead and do it yourself.

1-27 8:48 PM EST

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At risk of defying the handicap, I removed the Falling for Milk cameo. Now I'm making minor tweaks to the game and will upload it soon. Don't worry, there is still a reference to Falling for Milk!

Also, you can read my blog here: (Contains a bit more information and more of my thoughts)Indie Game Development

Screen Shots (updated 1/27:13 11:30 PM):

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[1-28-13 .. 16:50]Entry 11 - Final: Just finished up the balancing of drops from enemies and resources and whatnot. Getting ready to submit. There are 5 waves with the 5th one having a pseudo boss at the end. />/>

Dev Log: (updated 1/28/13 - 4:00 pm MST) [1 hour left!]

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[1-28-13 .. 16:00]Entry 10: Woke up a little later than I would have liked, but I spent a good four hours getting the game play ready. I won't have TOO much stuff to do in the game, as it stands now there are only three waves, 2 enemy types and 2 turret types but that should give a feel for the game. I now have an introduction screen that you can scroll through with the left and right arrows if you want to be confused about what to do in the game and skip it. The F1 screen has information too, so use it. I'll put some finishing polish on the game, hopefully get around 5 waves or so, maybe another enemy type as well. There are LOTS of little things I still want to add to the game, but for now this should be a solid entry. [To Be Added: Explosion Effects, Mini Map, More Waves, Pause Screen, Purchaseable Miners, more STUFF]

[1-27-13 .. 23:30]Entry 9: Whew! I got the wave system finished. The enemy pathing system is finished. Turret Functionality added. Side Messages letting you know what things are happening is added. Most of the big parts of the game are done! Tomorrow will be bug testing, game balancing, adding a few other things that I want in the game like mining ships, sabotage enemies, enemies that focus down certain things. I want to add a minimap as well and a pause screen with information. I'll post up a few more screen shots and tomorrow I'll made a WIP section for testing. There are still yet lots of things to be added but the core game is complete! Also, as you can see in the screen shots, I have range indicators on the Towers, there are also indicators on the Generators. (Both require you to hover the mouse over)

[1-27-13 .. 18:00]Entry 8: Gonna take a break for now. I have the wave system set up and have a way to deploy enemies on timers from portals across the level. Right now my main problem is that the pathfinding is completely broken. I haven't used mp_grid much (ever) but I'm gonna take a break for some food and some league of legends then come back and try and tackle this. I need a way to adjust pathfinding on the fly every say, ten seconds because new objects can be added to the grid at any time. I should be able to make the grid squares large enough as I'm already using a 64x64 snap for my item placement. Looks like I have to scrap the ideas I've tried so far for enemy movement and remake a complete system for pathfinding... Yuck. But this should be the last big part of the game. Everything else is polish / features that need to be added but are smaller.

[1-27-13 .. 12:30]Entry 7: Finally fixed some bugs with the inventory system and have a decent enough UI set up. Got most of the player side groundwork in place. Need to add functionality to buildings and turrets and create enemies now. Also I need to get a small introduction tutorial up before you enter the level since there are a lot of commands and keys to know. The Help file is F1 and will be available to read, but most people don't click that so.... Also I have some screenshots.

[1-26-13 .. 17:15]Entry 6: Had even more issues with views trying to get the UI set up. Got a basic UI going, but there are still a few bugs. Also got the resource consumption working for items/buildings.

[1-26-13 .. 15:30]Entry 5: Had issues with scaling in the viewport and window size. Fixed room scaling for 16:9 view size and it SHOUDLD work for 5:4 view size as well. Later I'll add a settings tab to manually change all this, for now it scales automatically based on screen resolution.

[1-26-13 .. 05:30]Entry 4: Item Placement and use of the Building Creator has been added. System set in place for future items to be added. Collision and Health bars added to items.

[1-26-13 .. 04:30]Entry 3: Been fiddling with viewports and screen resolutions. For now the game will operate in 1600x900 if you have a 16:9 screen aspect ratio, otherwise it will run in 1280x1024. The game will be in full screen mode only for now. I may change this later. Also I have added zooming to the map so you can zoom in and out to go from 100% to 200% vision to give better range on view for planning things out and building.

[1-26-13 .. 03:00]Entry 2: I have created a new ship sprite just for this game, movement script and particles for thrusters complete. Flight Mode alternation complete. Primary weapon implemented. Title Room complete and First Level implemented.

[1-25-13 .. 18:00]Entry 1: I know what my idea is. From the start I've always wanted to do this kind of game. And Science Gone Wrong fits perfectly with the SBX world. So I'll use this world and the characters in it. Now all the playable things will be mechanical / ships, but I think I will use cutscenes with humans in it so there goes the handicap. It's just easier to explain the story with the characters I have created. But now I have dinner plans and must get ready. Tonight I shall begin working on the initial UI and planning out exactly how things are going to work.

COMPLETE!FROGLIMTheme: Science gone wrongHandicap: Must not contain humans or humanoidsPlot: A frog gets caught in a trap which carries it down into this abandoned laboratory. You must help the frog escape while learning what happened to the once thriving science company.

Story: In a planet where only robots lived, they learned the science of reproduction, and started reproducting themselves trough technology! Until the 10th robot reproducted everything was fine.. But the next one.. was smart.. much smarter than usual. The smart robot decided to escape out of this laboratory that he was born in, and this is where his story starts!

Now i'm making some other stuff (it will spoil the genre if i mention it)

Done.

Now I'm making some enemies.

Made first enemies.. btw ill reveal some screenshots on the end of day 2

did some of the enemies..

sg audio gotten me into some trouble (doesn't really free memory sometimes, every time a new sound is played a small part of it is player after a 2 second delay (if you have short sound it plays twice!!!)) changing to fmod >_>

Changed to fmod. now i'm creating an upgrade system and adding extra things to the hud.

Rough Idea: Our protagonist has been researching on the multiverse theory for long and on the verge of discovering a method to gain control of his body in multiple universes. But unfortunately, before he can finish his research, something happens of which he has no memory; and he wakes up in his destroyed lab, only to find he has scattered himself across various universes and disrupted space-time. He must now regain his memory by combining all his entities in different universes, by switching consciousness to his other versions in other universes and co-ordinating with them.

Saturday

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6.00: Woke up, saw the theme and handicap, contacted my friend (NitroXPranjal, the spriter), decided to ignore the handicap since we kind of came up with a pretty decent (and I think, unused) idea fitting perfectly with the theme, but not having a human as a protagonist would look forced, so no.

7.00: Finished formulating the idea. It's going to be a puzzle platformer based off parallel universes. My friend started working on the sprites, black and white, to make stuff gloomy (and also to make spriting easier ), and I started working on the base engine.

8.30: Basic movement, and most importantly, split screen done. Apparently 4 split screens gave too much lag, so we decided to stick with 2, will have to include some switching for more than 2 universes. Got the basic running/standing/jumping sprites. Now to add some lighting. (Will upload screens soon.)And oh-- breakfast time!

9.30: Basic lighting done. With more mechanics. And a crapload of bugs yet to be removed. Taking a break now.

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12.15: It's Republic Day here in India, took some time off to watch a few Republic Day special programs. We're feeling kinda patriotic now. Anyways, back to the game, currently fumbling with universe switching a bit, but it's probably no biggie. Hopefully it can be fixed soon. Spriting's going at a good rate too, happy with the progress so far.

13.30: HUD up, added a few more visual elements. Need to start working on designing puzzles soon. It's time for a lunch break!

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18.30: After a long, long discussion on game mechanics with my spriter, finally decided on a story that will go with the slightly modified game mechanics. The player version in another universe will now be static at any point, and can only move/perform actions when you've shifted consciousness. The YOUs in all the universes will have to reach a portal to recombine into a singular conscious entity at the end of each stage, and thus regain memory partially, instead of just any one of them reaching a portal. Implementing these now.

21.30: Edited the game mechanics, now thinking of adding physical shift to another universe for a limited time to make things more interesting. Created a dialogue system, switches and stuff, and the first playable level is almost done.

23.00: Fixed a lotta bugs, Nitro's been busy with tilesets, and IMO he's pulled it off awesome. He's retired for the day, I'm hitting bed too, it's been a long day. I need to implement the portal (stage ending) system first thing tomorrow. Also, (almost) finished designing the first (tutorial) stage, so here's an updated screen:

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Sunday

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7.00: Yawns, sipping morning tea and thinking what to do next.

9.30: Done with breakfast and stuff, beginning for the day. Created the stage ending system. Now for the physical shifting mechanics. Nitro's up and creating sprites like mad, so yeah, everything's good. Also contacted my composer friend and asked him to create something for this in a day, since I prolly won't have time to create tracks and parents won't let me skip college tomorrow (ok yeah, my attendance is low enough already).

14.00: Been debugging like hell. The physical shift from one universe to another was a pain to add, with overlapping views and messed up surfaces leading to messed up lighting. Found a workaround, so did just that. Started level design again a bit. Anyways, time for lunch. And here's a screen from the (hopefully) 3rd stage where physical shifting is first introduced:

18.00: Death completed, you can now die from being squashed or when time runs out when you've physically shifted. Programming a lift now, not going how I planned AT. ALL.

19.15: Lift completed. Moving on to height based deaths. Nitro's supplied me with a lot more tiles, haven't applied any yet. Got a few level ideas, let's see what happens.

23.00: Tons of new bugs and tons of debugging. Till now, got 2 playable levels, and 2 more complete but untiled levels - that's 4 in total. So no new screenshot to show. Both of us have college tomorrow, and we must go, but will prolly skip a few classes and work on this. Have more effects and particles (and a certain dying method) and a menu system left to program (ok, a LOT), and Nitro's doing cutscenes now. I'm hitting bed. That's it for the day I guess. The final game won't be as complete as I hoped it to be, but hey - 6-8 levels aren't that bad.

23.15: Crap. My composer has deserted me for college. ._. So that would mean no tracks for this in the jam version at least (I'm not gonna get time to compose myself), only gonna rely upon SFX, which I haven't created till now either. >_<

Monday15.30: Just got back from college, thankfully the 2nd half was off. Discussed level ideas with a friend of mine during the first few classes (No, I'm not really studious), and he'll probably drop by later and give some ideas. Took 2 classes off to do some programming too - debugging and stuff. Added electrified water. Seriously though, we need to come up with a name and proper narrative quick, and Nitro's still at college. Anyways, next up is - more debugging. :|

18.00: Too much to do, too less time. Lots of debugging done. Created the framework for 1 more stage. Friend's creating 2 more. That's 7 in total, it'll have to do I guess. Won't update much.

23.00: Menu programming, cutscenes and stuff done. Nitro's done an awesome job with the cutscenes! All framework created, we're both doing tiles and adding dialogues and stuff now. Can't add too much visuals in the later stages because of their size, don't have much time.

Tuesday2.30: Damn I've never been up this late. So finally finished everything in a hurry, got an exe up, uploading, will create a topic soon. Need to take a few screens. I must say though, I've enjoyed this jam too much!]

Its a 3D free roam game, loosly inspired by Zelda Skyward Sword. For a while bioweapons have been in the works, but before they could be unleashed in war, they all killed us in their raise. All except for one, Project Ursala has never exited stasis until now.

IMPORTANT NOTE: spin attack can be used as a double jump.

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DevLog:

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(For me it started Friday 6 at night)

6-8: Ponder the theme and handicap, and think of something to do.9: Eat Chinese food and think some more10: Get idea and find out exactly what to do. Begin working on all the character models and animation!3 at night: Main Character Fully animated and ready to go! I found it imperative to make sure that a the MC looked detailed from model to animation, I can't say the same will go for the rest of the characters in the game.5: Main character is half way finished being implemented into the game.

Saterday:10-5: Perfect the the character in the gameplay:6: Begin adding enemies!Monday:10: Decide to cut out story in favor of hard gameplay.

Story:The world has been taken over by insane killer lab-spawn blobs, who consumed everything in their path! Except, due to a typing error on a product known to not be consumable by blobs (or anything), the worlds poodle population is left unharmed. When the blobs catch on to the typo error, it is up to one lone, heroic poodle to save his species! Some call him "Scram", others call him "Get Off My Leg You Naughty Bugger", and with his training and discipline in sitting down, rolling over and biscuits, there's little he can't do!

Can you help him save poodlekind from the insane killer blobs?

Devblog:DAY 1:(1:15) Start with music (some poor sampling with extra high pitch) gives me a mental picture to follow.(2:something) Make scarily pixelated menu.(5:40) Made poodle dance.(7:46) Stuck blobs to floors and ceilings.(8:40) Gave poodle arms so he can hold the glowsticks.(10:ish) Made snow abominations with Dadio:

I am going on a trip in about 3 hours. No internet there. Driving 500 km. I wanted to participate anyway so wish me luck driving without any sleep!The game has an abstract story but, I think, qualifies as science gone wrong and no humans or humanoids. I think it turned out pretty neat for having been made in 4 hours.

SHOOT with Z.ENTER for the dialogues.

PS I had to lower the quality of the music like a b**ch cause the filesize was too big. Sorry about that.

didn't do too much, decided on a shooty, ate tacos, watched a spaghetti western, and got DDP-like movement, shots, and lasers working. i'm going to get collisions working then go sleepsoh yeshttps://dl.dropbox.c...0733/shooty.pngit's a shooty

okay collisions are set for everything. enemies get hit by bullets and lasers, you get hit by bullets, bosses, and flying enemies time for a sleeps

i got distracted today but i ended up doing essentially all the engine work... enemies attack and are destroyed properly, the timer system works for bringing waves properly, background scrolls at the right pace, the ship works almost exactly like the red ship from the donpachi series, bosses take more damage at point-blank rage (encouraging you to get dangerously close), HUD works properly, and everything is in black and white.https://dl.dropbox.c...733/shootyC.png

since i have been using Draw GUI for everything (since the field doesn't really change) should i do a 2D or simple 3D background? or should i even have a background? if i do, it will probably be basic lines and shapes no matter what i'm going with.

all i have left is building levels, then adding sound effects and arts. i'll do that tomorrow.

game name is now "a shot in the dark"

okay devlog for 48 hours in...

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i got menus working! ^^ also bosses spawn properly. i'm not going to bother with making backgrounds. just going to finish up levels and start on art. i think i'll only keep 3 basic enemy types: suicide jets that fly into you while shooting, normal jets which shoot at you and run away, and tanks on the groundhttps://dl.dropbox.c...733/shootyE.png

okay devlog for 54 hours in...

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i built a few more enemies and a level, all i have left is the options menu, the "bomb" that the player can use, the scoring mechanics, the boss, and an ending. i'll probably throw in the final boss of my GMC Jam 7 entry as a true last boss (since I wasn't even able to kill him :/): requirements being that you *must* complete the game without losing any lives (which shouldn't be too hard, idk) I have ran out of images so spoilered entries will now be links not images

Tinmen TurmoilA retro multiplayer game about robots frantically looking to gain more love (hearts) than their opponents. Hearts are hidden around the maze and only "pulse" visible once you get close. They pulsate stronger as you get nearer. Planning to have NPC bots as well (at least for one player mode). I'm also doing this for the Global Games Jam happening this weekend.

Sat 11:39am - Had designed a 4 player game, but ran into GameMaker limitation as it only supports 2 (not 4) gamepads. Now having to redesign a little. />/>/>/>/>/>/>/> I can plug 4 Xbox controllers into my laptop, but I can only use two of them (PLEASE FIX THIS LIMITATION YOYOGAMES).

Sunday 3:49pm - Finished!!! - I ran out of time for the GGJ to add bots so this will be a competitive 4 player game only. Still fun. Seems to work best with two on keyboard and two on game controllers. Here's some screenies.

DOWNLOAD HERE (Windows EXE)You can also play the HTML5 version HERE. However this version seems to run quite a bit slower than the Windows version.

EDIT: I'm told that my game "fudged up" orange8's computer somehow. I'm sorry this has happened and I hope this hasn't happened to anyone else. I'm not sure how this could of happened as the game was created purely in GM:Studio (no outside libraries or anything like that). Also I checked the exe in Nocture's download and it appears fine (no viruses or the like). If anyone can shed some light on this, I'm "all ears", as I don't want to release anything that's going to mess up anyone's system. The code for my game is available here if anyone wants to look at it see what I may be doing wrong (or if there's some sort of GM bug happening). The exe works fine on my ASUS laptop, but I realize that maybe it doesn't work on some systems.

EDIT: Fixed issue with not being able to exit the game from anywhere. ESC key will now exit the game. Updated download link above. (The program in Nocturne's ZIP will obviously still have the issue).

10:01 - Been up all night (because i couldn't sleep very well) thinking of ideas and have narrowed it down to two ideas:- Mutant Sqounce Scientific Experiment gone wrong, you have to guide this 'creature' through a tall science lab so that it can be set free.- Super Small 'Squounce'travelling with microscopic organism with the squirt laser that grew out of this freak of natures' back.Dont know which one to choose!

10:54 - Scrapped them ideas. And i am a bit stumped. But i found this quote, "Physics is imagination in a straight jacket" and thought what if Imagination escaped this 'Straight Jacket'! An idea coming maybe?

12:11 - Okay now I have thought up a solid idea, and plan to keep this idea in mind! Imagination has escaped! And the law of gravity has been massively affected; with plenty of gravity glitches gong on. That could be the game name. Gravity Glitches. Anyway so with Gravity gone haywire, you'll need to destroy all the boxes of possibly lethal weapons so that they don't get into the wrong hands. As a security gun you will need to use your fast finger shooting skills to destroy the correct boxes. Haha there you have it.

19:07 - Omg. Haven't posted for ages! Summarize:-Made room longer (3x)-You can now scroll across the page with your gun/player-Level 1 - shoot the blocks before the escape the other sides-Added recharge weapon system thing.-Added score system-Add levels (More boxes each level)

Great editing! Haha

Okay this Gamedev is too time consuming, from now on short updates:

Sunday

09:56 - Just got on and remembered the glitch that kept happening in my game; for some reason it keeps skipping straight to level 3?

10:12 - Okay fixed it, realized that i add a step advent with a 1 chance out of 25 and then after some code, else change to level 2 on both level 1 and 2!

10:47 - Decided to make the game harder as I am finding it too easy. So there are now more boxes flying along the screen on level 1 2 and 3 and the boxes are moving faster.

12:24 - Started with the score text, Hand of Sean, and tried to make it follow the current view. But it didn't work so i just left it as it was, didn't have enough time!

13:07 - Found another glitch. Every now and then a box is deleted when it collides with a bit of border that is higher then the start. Fixed it by making the start of the border a little higher then the highest point.

14:38 - Along with the normal bullet, i now have added another smaller and slower bullet, but the recharge rate is faster than the normal bullet. This way you have two bullets to choose from

15:45 - Not much has happened but i have completed levels 1 2 and 3 to my satisfactory.

19:04 - Right i have started designing the main menu and all the Titles and Buttons. May leave it at that for now.

Monday:

13:42 - Just got back from the outside world. Now I'm going to start develop a few more levels and maybe some more enemies, will be updating you soon.

14:57 - Amazing new updates - New level 4 and 5! With special electric block in level 3 and 5! Electric is shot at the shooter so watch out!

15:34 - Okay developing the electric sprite a little more now, and just tweaking it so its just right!

16:43 - Okay the levels are a little too hard, i'm starting to think they will be too hard to complete!

[9:10]Starting work on the game, my friend gave me an idea so im not far behind[9:13]Found a good platform script by snider[9:21]Redownloading sketchbook express and testing the engine[09:41]nearly finished the floating islands[10:00]Player sprite is done and so is the island sprites, Brainstorming[10:25]engine is finished[10:36]Now working on power up mechanics[11:09]First powerup done[11:54]3 Powerups done[12:08]imported the Glados engine for better AI for the enimies[13:15] right break over, time to get back to work[13:29]enemies done[14:22]Working on the intro and storyline[19:19]finished cutscene drawing, I think ill start on the text

Saturday:10:11 - Shoot I arrived late. Forgot it started today...I need to start thinking of something...

10:33 - Have created a sprite... not sure about what I'm going to do with it.

10:38 - Have an idea, so I am now going to create a cutscene. The game is going to involve pencils, and space!

11:00 - I've already created a menu, since I decided to do the cutscene after the menu. So now I'm actually going to work on the cutscene.

11:51 - I've spent almost an hour with the cutscene, making the sprites and all, and I'm only about halfway through... I would have expected to have finished the cutscene by now, so I ought to finish it very soon

12:39 - Finished the cutscene. Now I'm going to rest a bit, and have lunch in a bit.

13:57 - Back from lunch. I had to do some other stuff before, so I ate lunch pretty late. Now I'm going to start working on the actual game. Need to make asteroid sprites.

15:33 - I've been working for an hour and a half, and I must say that I have done some pretty good progress until now! Here are some screenshots:

16:14 - There isn't a lot left for me to do. I'm going to rest, and later today or maybe tomorrow I'll finish the Final Boss, which is the only thing left for me to do.

Sunday:10:21 - Time to work again. Had a lot of spare time yesterday to think on what I was going to do, so now I'm going to change the storyline a bit. I will be adding an arcade mode, but there will no longer be a final boss (this is not because of time constraints, I just thought it would be better this way. Also I didn't like the final boss sprite that I made).

11:46 - I considered my game pretty much done since all I needed now was music, however I realized that if I'm already done today, my game is probably not polished enough. I'm going to add some upgrades such as extra lives and speed. I also need to find some music that is free to use for me to put in my game...

12:50 - Pretty much done. Added the things that I wanted to add and now I am trying out several songs to see how they fit with the game. After that I just have to add sound effects, and the game is done!

13:18 - Game finished! Added two songs, one for the cutscenes and the menu, and the other for the actual game. Making a game in 72 hours really isn't as hard as it seems! I did learn a lot in these two days, and this was definetly a great and fun learning experience.

3 AM, 26/01/13:Today we worked really hard. The GM:S physics engine gave us trouble, as usual. Sprites are being done amazingly, only the background and the buttons are placeholders right now. There's no point to the game yet, that comes tomorrow, but building and testing your bot is a lot of fun already.

2 PM, 26/01/13:Got level completion in, so we're designing levels now! Also put in a very difficult feature, detecting if the parts (wheel/engine/etc) are connected to the CPU. If they're not connected, they don't do anything. Also, added in limited part quantities, and a "propeller", as well as some new tasks, such as hitting the emergency-off button.

9pm, 26/01/13:I designed all 15 levels today with a nice progression of complexity. The game is almost complete, it just needs polish at this point, such as level saving, a "You Win" screen, etc. Some of the tasks didn't make it into the final product, but it should be loads of fun. Nows a good time to download it. The android version apparently has a few bugs, mainly with scaling, so I'll be getting that out much later.

Saturday00:05 Just finished getting drunk with NAL. Confirmed theme. I dig it. Went to bed.08:00 Woke up. That snow's too good to miss... procrastination in overdrive...10:00 Decided to build snowmen instead. Jack joined in.12:00 Andrew's in the kitchen listening to War Of The Worlds. Think that's the first decent thing I've ever heard him listening to. The moozak has inspired me. Started making game. Those snowmen are the backdrop. Yes, this is quite possibly the greatest game the world will ever know...14:00 Almost finished!!!**Or possibly started... hard to tell.14:01 I just know I'm gonna win this time! 15:00-22:00 Chilled. Cos it's da weekend.Sunday08:00 Woke up. Tired after all that hard sleeping.08:03 Was too emotionally devastated after seeing my snowmen melted to get much of anything done for a few hours 10:00-17:00 Enjoyed winding NAL up about this Jam.18:00 Back in BSNS. Meticulously refining the deep gameplay mechanics & adding many layers of polish... 18:01-22:00 Can't even remember what I was doing... not this game tho lolMonday22:30 FINISHED AT LAST! Tremble ye mortals!!!Teh Bestest SRSLY

This game is mostly a visual novel type.Just press a button to advance the text.Sometimes you will have minigames.The plot is cool, but the jam version ends abruptly.All answers will be given near the end of the week.

The "no humans nor humanoids" limitation almost had me, I can't really make a game without characters who talk.

So instead, the characters in this game are concepts!

Here, you can see Mistery (in blue) and Love (the flying thing)

26/01, 22:47

Added new characters.Each character now has a unique color when they speak.The first story segment is about to be finished.

26/01 23:46

This game now has a total of 7 characters.ANd i'm going to sleep

27/01 10:20

Just woke up. Time to make some games.I plan on adding gameplay phases today. 3 of them

The path of blob!(formerly known as blob escape)A "heartwarming" puzzle game where you control a set of blobs that work at a AI factory. one day they where peacefully building killer robots when the mainframe AI gets corrupt, sending the killer robots on a quest to kill all the blobs.

Guide the blobs out of the factory by maneuvering ever-changing paths while avoiding the robots at all costs.

basic controls:use the mouse to interact with the floor pieces:Shift + Delete to clear the save file.

snapshots:

Spoiler

level select

LOGSaturday

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11:20

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Finally, after thinking about it for most of the morning, I got the blobby Idea. Start working on sprites

11:40

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Start programming the blobs, along with the patfloors. need to go to my friend, so I loose some time

17:12

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Come back home and finalize the floor mechanism. Damn 3-way floor is not co-operating.

17:52

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Three-way finished, started working on enemies and created the log/post on GMC.

18:45

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Had dinner, The pasta was delightful and the chicken moist.... Opps, wrong topic.

19:04

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The blobs are now in danger. But on the plus side, they do make a fantastic splash when they die. starting work on the in-game controller (+ GUI)

19:50

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The most basic HUD and victory conditions are up, so I took the liberty to add in a DQ timer... Nobody slacks around in my game.... MUHAHAHAHA

21:25

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Anybody who is interested in making me a few backgrounds? Mine tiles up like lava does with ice.Tutorial levels finished, starting on the "Actual" game.

22:20

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Not sure if I want to pull an all-nighter, but definatly thinking about it.ADDED:more levels,more slime,golden coins (YAY FOR COINS!)fixed pathways

removed:a dirty plate that sat on my table... yuck.

22:39

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YELLOW BLOBSthese little sun shines are not important to the story-line, but they do give you a bonus. so! these are the 3 characters in the game so far:The one in the middle is evil...stay away!

23:26

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hmmm.... Level designing is hard....well, I still have 48.5 hours, I'll manage.

Sunday

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00:02

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I'm taking a break from level design and am starting on the menu. We can't have the player start the game without some options, now can we?

01:23

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*Yawn*. perhaps I should just call it a day and start fresh tomorrow. Got a nice little menu sequence and a few text boxes, so I should be good for today.

10:57

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How lovely it is to oversleep. Now I'll really have to push myself. Going to drop a W.I.P game online sometime later this evening, so I'll have to rush myself into the Beta phase... No more slacking around.what I look like right now:

11:26

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Dang, Blob escape is already taken as a name.... new name:THE PATH OF THE BLOB!

12:41

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I have come to the conclusion that I am not moving NEARLY as fast as I should be. Pick it up M, pick it up....

13:28

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Added some death sounds... be warned, all headphone users, they are Smiley and harsh...(do lower the computer volume.. for the sake of hearing.)

added:+flying enemies+more levels+automatic html saving+some helpful instructions on the first 3 levels.+some "pretty" backgrounds (I can't draw... basic shading it is!)+the game logs how many coins and blobs you collected for each level.I'll be throwing in some snaps + a w.i.p later tonight.. I hope.

01:33

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22 hours and 27 minutes left... Now I need to move.only about an half-hour to the WIP release. activating game face.... (see 10:57 log; sunday.)

03:11

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Man; that was the longest half-hour I have ever experienced.but anyways: WIP VERSION IS NOW ONLINE!

18:27

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Forgot about the log....again. Ok: what have I done so far:+ achievements+ the last level+ moved the Gui a little+ moved level 9 back a bit. it was too hard at its current location+ FLOWERS (and other tiles)

What I'm missing when 6 hours remain:*Music (silent games... yay)*some bonus content for the yellow blobs*time*options menu... not that I need one.

23:02

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1 hour to finish, and I'M DONE! NO MORE MUSIC TO MAKE, NO MORE SPRITES TO SPRITE, NO MORE BUGGY HTML MESSING UP MY PLAN! I'M DONE!!!

If you want to comment, make some criticism or otherwise discuss the game, you may do it in the WIP topic in the spoiler. (the game there is outdated, the REAL copy is at the top of this post.)

Game Title: BEET the Trees! [WIP Title]Description:Turtle scientists have been trying to create a liquid that, when consumed, heals all injuries in an instant. But something went terribly wrong, and the lab exploded! The liquid went everywhere. Rocks hit by the liquid started to come alive and eventually built a community. Leaves, trees, and branches hit by the liquid also came to life, but only wanted to destroy everything in sight. Now you must go out and defeat the evil that has plagued the land!

The ExperimentGame linkIm totally looking for an artist, so PM me (going to bed, answer tomorrow)Science gone wrong... oh, How wrong has it wentwhen you take this:and turn it to this!

Spoiler

(yes I know the effect is amplified by my awful drawings, so help me fix that!)Each Letter has a specific Effect:Unfortunaly: they dont come aloneWork out the effect of the letters to deliver what some clients want (from convenient stuff, to monsters)Actually: you dont have to! Just blow your money (and people) on trial error!

15:00 - Read the list of things I wrote while suffering a high temperature. None of them are good jam games, most are barely legible.

16:00 - Decide to just watch TV and start on the jam tomorrow.

Pic of the Day - Me dying. Only Joking. I took this Sunday morning to illustrate what I looked like yesterday._________________________

SUNDAY

9:00 - Wake up, think of several ideas in the shower. Pick one.

10:30 - Make logo and GMC post.

11:00 - 12:45 - Make a ton of graphics and refine story line. Realise this idea is terrible, but decide to carry on anyway.

12:45 - Lunch

22:45 - Realise I just took a 10 hour lunch break. Go to bed.

Pic of the Day - Original title screen._________________________

MONDAY

9:00 - Wake up, run errands

11:35 - Scrap main concept for the game play and choose something I can do very quickly. Start on GFX and SFX.

12:35 - Lunch Break

15:25 - Game completed. This is the least amount of time I have ever spent on a jam game (4 hours ish) and I'm afraid it shows. I'm not expecting much, but I hope you guys have fun playing it! I did enjoy making it />